-
Posts
67 -
Joined
-
[ QUOTE ]
it isn't flip a switch and poof there ya go.
[/ QUOTE ]
I think there is a middle ground that is...
When someone uses super jump near a non-vertical (sheer) wall, you can continue to rise well above your jump height...in fact, it is possible to reach the ceiling by "sliding" up leaning buildings.
so...
why not allow this mechanic for super speeders? if they are near a surface that is even slightly angled, it allows them to slide up it...it makes sense thematically and it IS possible to do with the current game engine. -
Well, I still feel that IO set bonuses should just be a point system, not a fixed value system...after all, you are making inventions
so pretty much, the sets would be normalized around giving a certain number of points based upon how many IOs you have slotted, and then you can cash in the points for the bonuses you want, and of course there would be caps on the amounts so it wouldn't surpass current numbers. -
[ QUOTE ]
I thought inspirations as a resource could be better.
I think we could abolish them as a material, and instead make them into abilities bound to the F1-F5. As we fight enemies, a resource fills up to a certain point and enables us to pick an inspiration to fire off. If we wait a little longer and allow it to go into a sort of "overdrive" part of the bar, we can fire off a significantly stronger version of the inspiration you choose.
This would remove the random factor of insp drops while in missions.
[/ QUOTE ]
Just to add to this, since I like the idea...
maybe have it so the inspirations respond to whats happening to you:
*taking damage from low ranking enemies counts towards <resistance insp>
*taking damage from high ranking enemies counts towards <defense insp>
*having your health bar go low counts towards <heal insp>
*having your endurance bar go low counts towards <end insp>
*defeating enemies counts towards <damage insp>
*getting mezed counts towards <mez-res insp>
*missing a lot counts towards <accuracy insp>
*dieing a lot counts towards <wakies> -
Okay, here are some changes that I have thought of...I would like to hear what you guys have to say about them...
*High Winds: no changes, unless I up the resistances of the set as a whole...so from 20% to 25%...but no higher
*Weathered Resolve: was thinking of adding confusion and/or terrorize resistance (not protection)
*Downpour: no change
*Atmospheric Discharge: no change, possibly up resistance
*Cyclone: change KB to KU, remove -tohit, change it to 10% defense for all but Psi
*Cloud Cover: change it to a PBAoE summon click power that only lowers tohit and has a mag2 disorient-
---30 second recharge
---10 second durration
---10%/sec chance of a 5.96s mag2 disorient
---9.375% tohit debuff
---18.2 end cost (same as Hailstones)
*Cold Front: no change unless resistance is increased
*Hailstones: no change
*Supercell: Leave flags for +res in the armors, remove the others, add +50% Dam, and make it a +50% special for everything. The result is a weaker Power Build Up+Fly with a crash (makes me think of Fiery Embrace) -
Alright, I fooled around with the spreadsheet (even with some of the formulas gone...had to do some searching for other cells with them) and it turns out that, as it stands, the set is actually OP...against even enemies.
Since the majority of the protection comes from the tohit debuffs, the higher the enemies, the less protection you have.
Also, I was saddened that there wasnt a place to put stuns, confusion, and kb/d in the calculations...
But seeing as the set outperformed all of the other sets without the other mitigation, I have to say that it would only become more godly...
I didn't even calculate what it would be if Supercell was up...that would definitely be way OP.
So anyway, I guess I win...and lose
it is now confirmed that the set is very survivable
however, its too good...
i need to lower something...thohit debuff is the blaring one... -
[ QUOTE ]
I saw that was was asked for was protection, and he points to res
for status mezzes,
protection >>>>> res (except in pvp were its all res... now )
[/ QUOTE ]
that is protection...here's the difference:
Protection has a magnitude:
"[u]-12.975[u] Stun, Held, Sleep, Terrorized for 0.75s"
Resistance has a percentage:
"RES(Stun, Held, Sleep, Terrorized) [u]+129.75%[u] for 0.75s" -
[ QUOTE ]
You can do pretty much just that. Get ahold of Arcanaville's spreadsheet and add in a column for your set. Compare the numbers.
[/ QUOTE ]
this actually made me very excited...
May i ask where to find such a wonderful thing?
Having said spreadsheet would definitely get me out of your hair -
if nothing else, they should make vigilance work on:
[u]__team health__[u]
total team health
that way, a solo defender can still get some end discounts when theyre dying... -
yeah, you just lost all of your validity because of this...
[ QUOTE ]
No, Rage stacks and avoids the crash. It's designed to behave this way.
[/ QUOTE ]
im actually dumbfounded...
how does rage avoid the crash exactly?
.........................buff= +80% damage, +20% tohit
....................crash= -9990% damage,.................-20% defense
total when stacked = -9910% damage, +20% tohit, -20% defense
you cant do any damage with that...actually, i think you can do 1damage...ONE...yes, stacking soooo cancels that out -
rant<as for me playing my tank, i find it far too easy to play with my armors up. he is a stone/stone with 4 IOs...not 4 sets, 4 IOs, Numina +regen/recov, Preform +end, and two Damage procs in Mud Pots, just because i hate running out of end. I play him on heroic because he already hit 50, and i just want to do the content fast, no need to get exp, but still, i herd up 2-3 groups at a time depending on the enemy group, and plow through missions with just Stone Skin, toggling on Rooted for the regen when a spawn gets particularly finicky (which isnt often) or when i dont feel like using rest between spawns. I said Malta because they are a mez group, they spam the stuns, and my 15% res tank can still take em down without insps. now, as for me teaming, i run with rooted and rock armor...not granite...and can still tank 8 man spawns, thats 25%def, 15%res, and 300%regen? i have had people on my teams ask me why i didnt take granite...then i toggle it on to show them, and they dont ask after that, also, they never complain and say that i need to put granite on because im not "tanking">endrant
you know...the heal is like, 25% of a health bar, and you can click it every 15-20 seconds when slotted...thats a good heal...the heals in Invin, Stone, and Ice are 2/3 a bar with a long recharge, so their heal/sec is very low...almost uselessly so, fires heal is 1/3 and has a fast heal, 25-ish when slotted, and has better heal/sec...25% every 20 seconds is very high...thus the end cost.
And also, you make the game sound very difficult...which is actually the last adjective i would ever use to describe COH/V.
All in all, i really just wish i could make a numbers set (no animations or anything, just combat-stuff) and play it for you just to show how effective this set would be...IMO, i would also put money down
It seems to me like you guys are complaining about this set the same way people complain Trick Arrow doesnt have a heal...
---
on a side note, why does every post i make, or anyone for that matter, always degenerate to two or more people arguing over whether some insignificant thing is valid or not?
"i think they should make blueberry glazed donuts"
"no, thats stupid, no one likes blueberries"
"Blueberries are good for you and they dont make blue donuts, and they should, theyre all pink"
"i like pink donuts..."
"so do i, but blue would be a nice change"
"no, i dont want blue donuts..."
"yeah, but, i wouldnt mind them"
"too bad, its a stupid idea" -
[ QUOTE ]
gaah, man. I wish you'd given us numbers in an easier format to understand than RN.
[/ QUOTE ]
Whats wrong with RN? Red Tomax gives it exactly like this its actually how I got my numbers
[ QUOTE ]
For one thing, I can't figure out what the hell the cycle times (much less the cast times) are for any of these powers
[/ QUOTE ]
They are given in the code at the start of the post
[ QUOTE ]
It's not a question of what you can solo on Heroic
[/ QUOTE ]
Um yes it is thats how the Devs balance sets
[ QUOTE ]
And this guy would get owned on an 8-man ITF unless he dropped all his AoE toggles.
[/ QUOTE ]
his AoE toggles are his armors and again, he wouldnt lead much like a fire tank.
It is supposed to have a different feel to it why would the Devs put time into a set that is identical to something we already have?
[ QUOTE ]
The only power in any of those sets that has a KB magnitude high enough to do Knock Back as opposed to Knock Down is Hurl Boulder.
[/ QUOTE ]
True, but they can still be enhanced to do KB or be used against -1, -2, -anything foes and have them do KB. This happens to me on my stone/stone all of the time, and I can honestly say that it doesnt bother me in the least because they dont do damage while theyre down, and I just run 5ft over and kill em.
[ QUOTE ]
You, on the other hand, are putting an almost magnitude 7 KB in a toggle! Not just any toggle, but the Tanker's primary mez protection! That's psychotic.
[/ QUOTE ]
Its based off of Hurricane which has the same mag which works all the way up to Lt.s I believe
And as for it being the primary mez protection? No, the click heal has more mez protection. Cyclone protects against holds and immob, the heal does sleep and stuns. Also, why is it psychotic? My tank has -speed in its mez protection so I run most missions without it even against Malta.
[ QUOTE ]
Don't make Supercell a (strong) crash power.
[/ QUOTE ]
I have thought of everything with this power, and I liked the stun the most it drops all of your toggles and keeps you from doing any damage or healing for 10 seconds it doesnt kill you like Unstoppable, but it does hinder you plus, its only 10 seconds you need to play a Super Strength character, Rage has you do nothing for 10 seconds, its effectively the same crash, but you get detoggled.
[ QUOTE ]
People will need it to be constantly cycling in order to maintain their mez protection, yet it's a click heal.
[/ QUOTE ]
Yes, that was my intention, it is based off of O2 Boost, which needs to be reapplied in order to keep the protection up and it also has a fast recharge with a small heal. Also, the protection lasts for 45 seconds while the power takes 30 seconds (unenhanced mind you) to recharge that means it could be permad VERY easily
And again, why is everyone complaining about protection being with a heal? I wish there was a reason for me to use Earths Embrace more often than I do which is maybe once every 2-3 missions, and [u]never[u] if Im teamed.
[ QUOTE ]
Kill Hailstones. It's out of place in a Tanker set and you're going to need the power slot. Don't worry, I'm going to give you something similar back.
[/ QUOTE ]
Yeah, youre right, Burn is an odd power also, that power is great for damage mitigation, I dont think you guys see that
Its KD has a 5% chance for its 0.2sec act. thats a 25%/sec chance
And its stun is mag 3! And has a 1% chance for its 0.2sec act. thats a 5%/sec chance and works on Lt.s
So, Im going to call that 20-30% damage mitigation then, you have 30% res to all damage, and 8% def, also -20dam, -30% rech, and -30% tohit thats plenty of mitigation.
[ QUOTE ]
This does not make sense. Do not put +DEF and Foe -ToHit in the same power.
[/ QUOTE ]
Well, even though they are effectively the same thing, they both have their own weakness, so that means that, in most cases, only one could be worked around. The defense is mad useless if your opponent has +tohit, and the -tohit isnt very effective against AVs.
[ QUOTE ]
Also lacks sleep protection at all.
[/ QUOTE ]
/e coughcoughcoughdie
[ QUOTE ]
Downpour
Click: Self Heal, +Res(Fire, Toxic, [u]Sleep[u], Disorient), +Perception
[/ QUOTE ] -
[ QUOTE ]
Hehe change cyclone to KnockUp.
[/ QUOTE ]
This is funny...and for some reason, I didn't think of it...
but i don't understand all of your complaints about the resistance numbers and KB...
I actually put this in the description...
[ QUOTE ]
Weather Barrier may be able to control crowds better than other armor sets, but it does so at the cost of defense.
[/ QUOTE ]
That pretty much says that it's not a set for a lead tank/scrank
More over, my tank can solo missions with ONLY STONE SKIN...that's a whopping 15% smash/lethal res...
And as for KB being bad for melee...Stone Melee, Super Strength, and War Mace all have quite a few powers with KB in them, all of which can be ENHANCED
Now with numbers...
Cyclone has an act. of 2sec and a 5% chance of KB...that's a 2.5%/sec chance, or once every 40sec...that's nothing...and is mostly for the aesthetics. -
[ QUOTE ]
Could use a bit of stun/disorient protection in there.
[/ QUOTE ]
/e cough
[ QUOTE ]
Downpour
Click: Self Heal, +Res(Fire, Toxic, Sleep, [u]Disorient[u]), +Perception
[/ QUOTE ]
[ QUOTE ]
hrmmmm....I like it..but why the repost?
[/ QUOTE ]
I didn't want to necropost -
Weather Barrier
You beckon upon the powers of weather to protect yourself from damage and to hinder your foes. Weather Barrier may be able to control crowds better than other armor sets, but it does so at the cost of defense.
<font class="small">Code:[/color]<hr /><pre>
|Weather Barrier |Act |Rch |End |Radius |Area |
| | | | | | |
|High Winds |0.5s|4s |0.13 |- |Character |
|Weathered Resolve |10s |- |- |- |Character |
|Downpour |- |30s |14.56|- |Character |
|Atmospheric Discharge|2s |4s |1.56 |8ft |Sphere |
|Cyclone |2s |10s |0.104|20ft |Sphere |
|Cloud Cover |2s |10s |0.26 |8ft |Sphere |
|Cold Front |0.5s|4s |0.13 |8ft |Sphere |
|Hailstones |-* |60s |18.2 |20ft |Character |
|Supercell |- |300s|32.5 |- |Character |
*The summoned Hailstones has an Act of 0.2s
</pre><hr />
High Winds
Toggle: Self +Res(Smash, Lethal, Knockback)
You surround yourself with fast moving air that slows down incoming attacks. These winds also help support you and keep you from falling down.
Self:
*RES(Smashing, Lethal) +20% for 0.75s
Effect does not stack from same caster
*RES(Knockback, Knockup) +10000 for 0.75s [Ignores Enhancements & Buffs]
Effect does not stack from same caster
*-10 Knockback, Knockup for 0.75s
Effect does not stack from same caster
*RES(Smashing, Lethal) +20% for 0.75s if in Supercell
Effect does not stack from same caster
---
Weathered Resolve
Auto: Self +Res(Cold, Fire, End Drain, Recharge Debuff)
From being used to harsh weather conditions, you are more resistant to temperature change and are harder to fatigue.
Self:
*RES(Cold, Fire) +10% for 10.25s
Effect does not stack from same caster
Target:
*RES(RechargeTime) +17.3% @50 for 10.25s [Non-resistible]
Effect does not stack from same caster
*RES(Recovery, Endurance) +86.5% @50 for 10.25s [Ignores Enhancements & Buffs] [Non-resistible]
Effect does not stack from same caster
---
Downpour
Click: Self Heal, +Res(Fire, Toxic, Sleep, Disorient), +Perception
You cause a sudden downpour of rain around you that heals and cleanses wounds as well as protects you from burns. The brisk temperature helps keep you awake and focused.
Self:
*+374.814 Heal @50
*RES(Fire) +10% for 45s
Effect does not stack from same caster
*RES(Toxic) +20% for 45s
Effect does not stack from same caster
*-12.975 Sleep, Stun @50 for 45s
Effect does not stack from same caster
*RES(PerceptionRadius) +60% for 45s
Effect does not stack from same caster
*Perception Radius +0.6 for 45s
Effect does not stack from same caster
---
Atmospheric Discharge
Toggle: Self +Res(Energy, Negative), PBAoE, Minor DoT(Energy), Foe -End
You polarize the air around you causing small lightning bolts to strike foes who wonder too close. The electrical field also helps protect you against energy based attacks.
Self:
*RES(Energy, Negative) +20% for 2.25s
Effect does not stack from same caster
*RES(Energy, Negative) +20% for 2.25s if in Supercell
Effect does not stack from same caster
Target:
*8.01 Energy damage @50 Not auto-hit if not in Supercell
*Endurance -0.03 if not in Supercell
*+13.5s Taunt (mag 4) @50
*13.76 Energy damage @50 Not auto-hit if in Supercell
*Endurance -0.05 if in Supercell
---
Cyclone
Toggle: Self +Res(Hold, Immobilize, Slow), PBAoE, Foe -ToHit, Knockback
You create a whirling vortex of wind and water around yourself that blows foes away and greatly lowers their accuracy. The vortex also keeps you from being confined or slowed.
Self:
*-12.975 Held, Immobilize @50 for 2.25s
Effect does not stack from same caster
*RES(RunSpeed, FlySpeed, JumpHeight, SpeedJumping) +20% for 2.25s [Ignores Enhancements & Buffs]
Effect does not stack from same caster
Target:
*ToHit -9.375% for 10s
Effect does not stack from same caster
*+6.316 Knockback @50 (5% chance) if not in Supercell
*ToHit -4.688% for 10s if in Supercell
Effect does not stack from same caster
*+6.316 Knockback @50 (8% chance) if in Supercell
---
Cloud Cover
Toggle: Self +DEF(All but Psionics), Foe -ToHit, Disorient
You surround your body with dense clouds that make you harder to see and hit. Foes inside of the cloud cover have their vision obscured and may even become lost and disoriented.
Self:
*DEF(All except Psi) +5% for 2.25s
Effect does not stack from same caster
*DEF(All except Psi) +5% for 2.25s if in Supercell
Effect does not stack from same caster
Target:
*ToHit -9.375% for 10s
Effect does not stack from same caster
*+5.96s Stun (mag2) @50 (5% chance) if not in Supercell
Effect does not stack from same caster
*ToHit -4.688% for 10s if in Supercell
Effect does not stack from same caster
*+5.96s Stun (mag2) @50 (8% chance) if in Supercell
Effect does not stack from same caster
---
Cold Front
Toggle: Self +Res(Cold, Fire), PBAoE, Foe -Recharge, -Speed, -DMG
You bring a cold front with you wherever you go that slows enemy attacks as well as reduce the damage they cause. This cold air also helps protect you against cold based attacks and slightly reduces the intensity of fire attacks.
Self:
*RES(Cold) +20% for 0.75s
Effect does not stack from same caster
*RES(Fire) +10% for 0.75s
Effect does not stack from same caster
*RES(Cold) +20% for 0.75s if in Supercell
Effect does not stack from same caster
*RES(Fire) +10% for 0.75s if in Supercell
Effect does not stack from same caster
Target:
*RunSpeed, FlySpeed, Speed Jumping -0.56 for 5s
Effect does not stack from same caster
*Recharge Time -32% for 5s [Ignores Enhancements & Buffs]
Effect does not stack from same caster
*Max Run Speed -3.5 @50 for 5s [Ignores Enhancements & Buffs]
Effect does not stack from same caster
*Jump Height -56% for 5s [Ignores Enhancements & Buffs]
Effect does not stack from same caster
*DMG(All Types) -14% for 5s [Ignores Enhancements & Buffs]
Effect does not stack from same caster
*RunSpeed, FlySpeed, Speed Jumping -0.28 for 5s if in Supercell
Effect does not stack from same caster
---
Hailstones
Click: Location (PBAoE), Minor DoT(Smash), Foe -Fly, Knockdown, Stun
You summon a brutal hailstorm that damages foes and can knock them down or even out cold.
Target:
*Summon Hailstones (30s) (PL_StaticObject) at Self
Hailstones:
Target:
*0.801 Smashing damage @50
*-1.6 Fly for 0.75s
Effect does not stack from same caster
*+0.5 Knockback (2% chance) [Ignores Enhancements & Buffs]
*+5.96s Stun (mag3) @50 (1% chance)
Effect does not stack from same caster
---
Supercell
Click: Self Fly, +Special, Delayed Self(Weaken, Disorient)
You become a powerful supercell that is the epicenter of severe weather. Supercell greatly boosts the effects of your other Weather Barrier toggle powers and gives you the ability to fly. However, you become weakened and disoriented after the power wears off. Note that Supercell is unaffected by Attack Rate changes.
Self:
*+1 Fly for 120s
Effect does not stack from same caster
*FlySpeed +1.365 for 120s
Effect does not stack from same caster
*FlySpeed +0.8 for 120s [Ignores Enhancements & Buffs]
Effect does not stack from same caster
*MovementControl, Movement Friction +8 for 120s
Effect does not stack from same caster
*+100 Stun for 10s (after 120 second delay) [Ignores Enhancements & Buffs] [Non-resistible]
Effect does not stack from same caster
*Defense -0.25 for 10s (after 120 second delay) [Ignores Enhancements & Buffs]
Effect does not stack from same caster
---
Here is the original version -
Arc Name: Walking Within the Shadows of Man
Arc ID: 16740
Faction: Mostly Shadows of Man (custom) with CoT and Nemesis thrown in there
Creator Global/Forum Name: @Batterin' Ram
Difficulty Level: on par with live content, but ramps up a LOT with higher difficulties
Estimated Time to Play: about an hour
Synopsis:
The Shadows of Man are a group of assassins that have gained new technology that has allowed them to pursue world domination. Their first targets are the Knives of Artemis and the Malta Group. You will end up siding with these villain groups in order to take down this revived threat.
The Shadows of Man is an intricate group that has 10 different baddies, all of which work together to keep you from killing anything.
All in all, a fun, interesting, and well tested arc. I spent over a week working on it. -
[ QUOTE ]
I think we are overdue for a update on Issue 14...
We were told about Closed Beta 2 weeks ago...
[/ QUOTE ]
It's just the calm before the storm...
or rather, the calm before the AWESOME INFO!!! -
i am extremely happy with this issue
i was getting very bored with CoX since i am a completist and it was impossible (nearly) for me to get badges i missed earlier...so good goin with the flashback system!
also, i hope that the weapon system will allow me to change my stone/stone tank's stone mallet to something more intersting...maybe a huge stone sword, stone axe, or stone halbird...thatd be awsome
...fingers crossed on the devs not messing it up...